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ultragames007

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Choropy

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  1. -You could do like a quest that requires x proof, and somehow all the clannies can contribute to it, like clan points but with proof, and if completed , maybe the clan leader can exchange it for one of the temporary buffs that lasts 1 week, maybe a bunch of clan points, or something that boosts the clan. -Other idea could be like a boss, like ulverick that requires a bunch of people , kind of like to force a clan weekly boss event. And everyone that took part could get something like some zulie, some gems, or something. This could be coupled with the quest idea for example, after you finished the quest, an npc gives you a mob summon stone or something. You could scale the boss hp for example based on clan size / level / online members , or even give the chance to choose a difficulty with each tier having different rewards. -Another idea could be like a dungeon with much more people, but only for clannies , but I think this could be hard to archieve..., you would need to allow people to join ongoing dungeons, you would need a reconnect feature probably e.e, and there would be a lot of unexpected interactions probably. -A clan instanced map, with npcs for this kind of quests, or boss stuff.( dont make it too important tho, or this would remove the culture of having "clan spots" around Junon :P)
  2. He is comparing it to a self buff, so I just want to know what kind of buff .
  3. what are you talking about o.o classes buffs have little to no cooldown ? What kind of buff are you talking about ,? cause int ms speed, etc they have low cds Gift of knoledge has 0.5cd ... Mental focus has like 2.5s Blessed Mind also 0.5s... What kind of self buffs do you refer to? Just legit curious.
  4. Hey this are some ideas I had to fix that map that you could implement probably and might/might not help solve some of the issues . This is all based on how I think the game/server handles loading / mobs and might be wrong. Just trying to give the team some ideas to explore Pathing Band-Aid: The biggest issue with pathing is where the hill starts , thats kinda like a tunnel to where people stand looking for pt near the 1st quest mob. So... grab the luna teleporter... put it next to the npc that gives the quest... and make an option to teleport to the spot where people look for pt. Then... add a second teleporter that brings you back to the other side of the npc house and locate it at the near end of the map where the Terra spawns, so you can make a full circle. Get quest,.. tp... ,do the 3 quests.. ,take the 2nd tp that is close to you, hadle quests, repeat. Invisible Mobs attacking you on your way uphill/ path: 1- This turtles are annoying you gotta try to force your character to go where you want already and dodge invisible turtles ? naw.. Just delete the ones close to this path(way up) since noone farms them thanks to the quests... or move them to the side with the rest of the turtles in that huge area close to the npc at the start of the map. 2- Make this mob not aggresive, that way they wont attack you randomly while you are trying to fight your way up a buggy path. You could add a repeatable for this mob that maybe gives less xp and takes less proofs(if they are tankier i cant remember), as an alternative to players just starting in the zone. Maybe this one could give some zulie and has a lv cap to do it. Too much aoe/ Mobs popping: Idk if this is the server strugling or what with the ammount of entities or traffic but here are some things you could try. 1 - Reduce the overall mobs in the map... and make them hyper spawn if you kill a few, that way the server wont have many mobs until there are actual players killing them. 2 - Idk if the map chunk loads or keeps all the entity data or how it works, but you could try to just delete all the mobs in like the north part of the map after the hill with like snapper king. And add a teleporter on that hill that takes you to a new map, which is the same map buuut only has mobs from the hill downwards.. so 2nd and 3rd quest mobs. This would also make the map have less overall players since it would be 2 maps now. People having to relog because they are unstuck on walls/ etc: This probably causes unwanted traffic to the char select/ login servers , and you could try to avoid it adding a simple new skill in common that would teleport the player to a "fixed" location in the map prob near the middle where most people get stuck, or it could tp you to the closest party member if you are in a party. Or to the closest drop on the floor. Finally add a cd to avoid abuse of this unstuck mechanic. Random Stuff that might help: 1 - I read on discord this map has a different tickrate than the rest, why is this the case? maybe this is causing some issues on how the server is used to handle things and its doing weird stuff now. 2 - Compare maybe if the skybox/ ground layer is positioned correctly compared to other maps ? there might be interfering with something. 3 - You might wanna maybe add some repeatables that give similar xp in wasteland path maybe for like scavengers, so people could avoid that map while you fix it. Or move some mobs there. Hope this helps and if it doesnt at least I tried hehe :P!.
  5. It´s a skill, like how the knight has reflect for example, you just need to learn to deal with it. You are not gonna go and attack it while its reflect is on... well with a mage its the same, you just stun it, silence it after some dmg so it doesnt recast it , etc. For pvm tho it does help a lot, and yea if they change it , they would need to do it in a way it doesnt affect pve.
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